Traps
Traps
monster hides, but those who fight things that die when you Hunters use them to detect the presence or recent passage
drive wood through their hearts can replace the steel rod of ghosts and other spirit-like entities, some of which emit
with a sharp wooden stake. When used to target the heart, electromagnetic fields of varying strengths depending on
the stakebolt version only needs to deal 4 damage in one at- the Potency of the entity. If the character actively watches
tack to penetrate rather than 5. an EMF detector when such an entity uses a Dread Power
Hunters can substitute other things for the rod as well, nearby, no roll is required to notice the spike in results.
such as a syringe or silver knife that needs extra oomph to Some EMF detectors are narrower in usage, picking up
pierce thick skin. only a certain frequency of readings. Others are broadband,
Despite the name, a stunbolt gun is a melee weapon, picking up a wide variety. A hunter can modify an EMF
with traits on p. XX. detector to quickly cycle through a selection of specific fre-
quencies common to various types of spirits, increasing the
High-Tech Devices equipment bonus to +3 to find evidence of those types. This
modification has an Availability of • and a penalty of –1 per
Radiation Imaging specific type of spirit for which the hunter wants to calibrate;
switching frequencies is a reflexive action.
Availability ••• or ••••, Modification Penalty –5
Effect: A hunter can modify a camera, either still or Hunter’s Best Friend
video, to pick up more of the electromagnetic spectrum than Availability ••, Modification Penalty –3
just the visible range of light. Infrared is the most common Effect: The so-called “Hunter’s Best Friend,” or “Vigil
wavelength viewed this way, to find fluctuations in tempera- knife,” is like an oversized Swiss Army knife containing a col-
ture that reveal the presence of living things (or ghost posses- lection of fundamental monster-hunting necessities. Any giv-
sion) even in complete darkness; but if a monster’s known en example may provide different tools depending on who
for giving off ultraviolet radiation or x-rays, a hunter could made it, but the basics include several pocketknives made
find those too with some work. At Availability ••••, she from different materials, like silver and iron; lockpicks; wire-
can also add software to a modified digital camera (or pair of cutters; penlights; blacklights; lighters; and tubes of useful
augmented reality glasses) to recognize and filter for specific substances, such as C4, blood for leaving false trails, poisons,
radiation patterns that suggest the presence of certain kinds chemicals, holy water or oil, and ritual components.
of monsters.
Signal Jammer
Availability •• or •••, Modification Penalty –1 or –3 Building and
Effect: A hunter can modify anything that transmits
signals, from walkie talkies to cell phones and Bluetooth de- Setting Traps
vices, to jam signals or cause feedback instead by flooding The Build Equipment rules on p. XX detail how char-
usable frequencies with noise. Most do it to stop monsters acters can make five types of equipment: physical objects,
that pretend at civilization from calling for backup, but in organizations, repositories, plans, and minor mystical tal-
some cases the monsters themselves or their inscrutable de- ismans. Hunters can also make a sixth type of equipment:
vices receive otherworldly signals that use radio frequencies. traps. Making a trap can involve actually building it from
Disrupting these can give a hunter precious seconds that can scratch, or just setting it up to await its prey. The dice pool
turn a fight around. for building a trap uses either Crafts or Survival.
If a hunter knows the specific frequency she wants to A trap doesn’t grant an equipment bonus to actions.
jam, the modification has lower Availability and a lower pen- Instead, it imposes a penalty to all attempts to escape its ef-
alty. Jamming a wide spread of common frequencies requires fects, whether the victim must free itself from captivity, avoid
much more specialized equipment, a generous power supply triggering the trap in the first place, or dive clear of an explo-
to drown out other signals, and delicate work. sion. Building a trap uses this trait instead of an equipment
Hunters can also simply acquire a signal jammer without bonus to determine the built-in penalty for the Crafts roll.
modifying other equipment; these have Availability ••••. For roleplaying purposes, a trap’s Build Equipment pen-
Investigation Aids
alty can reflect different things. Traps that rely on electronic
components or explosives require more care and more skill
to set in the first place, while cruder mechanical traps are
Electromagnetic relatively simple to set but harder to hide effectively.
Field (EMF) Detector A trap with the Fragile Condition (p. XX) can only hold
Effect: An ordinary EMF detector is a handheld device a monster until it falls apart, even if the monster fails its roll
that electricians use to pick up traces of electromagnetic to escape. Traps meant to deal damage, like a land mine, sim-
fields in appliances and wiring. It has an equipment bonus ply become inert after Fragile resolves. A dramatic failure to
of +2, Availability •, Durability 1, Size 1, and Structure 2. build or set a trap usually results in the hunter herself falling
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Building and Setting Traps
victim to the trap’s effects. Hunters can risk Willpower (p. Exceptional Success: The character avoids the trap’s ef-
XX) to set or spring traps for monsters and can Jury Rig (p. fects and manages to deactivate the trap, ruin it, or make it
XX) traps during action scenes, but can’t combine the two, temporarily inert without another roll.
since every failure on a Jury Rigging action is already a dra- Failure: The character sets off the trigger but notices it
matic one. immediately.
If a character uses a creature’s bane in a trap’s construc- Dramatic Failure: The character sets off the trigger and
tion, the creature suffers all the usual effects of coming into doesn’t even notice until the trap’s effects take hold; he for-
contact with the bane (p. XX). The Storyteller may impose feits any rolls to escape these effects for a number of turns
additional penalties to the creature’s attempts to escape in equal to the Crafts rating of whoever set the trap.
this case, but these don’t factor into the Build Equipment
penalty. However, characters can only build physical traps
with these rules, which are only capable of affecting corpo-
Example Traps
real creatures. To catch ghosts, spirits, and other things that Below are some example traps that hunters build or set.
require mystical binding to contain, hunters must use the The trap penalty listed here is for the trap’s effects only; any
Bind/Ward Tactic (p. XX). trap that notes activation by trigger adds the appropriate trig-
ger penalty, as above.
Trap Triggers Bear Trap
Some traps take effect when the victim activates a cer- Trap Penalty –1, Durability 3, Size 2, Structure 5,
tain trigger, like stepping on a pressure plate or turning a Availability ••
doorknob rigged with a hidden switch. Each type of trigger Effect: A bear trap is a large metal contraption that
carries an innate trap penalty of its own, reflecting how dif- looks something like a set of deadly jaws. For this reason,
ficult it is to notice or avoid. A trap’s overall penalty is a they’re also commonly called jaw traps. When a creature
combination of the trigger’s penalty and the effects’ penalty, steps into the bear trap, it triggers the built-in pressure plate,
rolled into one as an abstraction of the trap’s overall effec- snapping the jaws shut on the creature’s leg. Due to the ser-
tiveness, to a maximum of –5. rated edges on the trap, this can cause massive bleeding or
For instance, a bear trap triggers when someone steps even broken bones.
on its pressure plate, which carries a –1 penalty. The trap’s The jaw trap deals three points of lethal damage and ig-
effect is a pair of metal jaws that shut tightly on the victim’s nores two points of armor or Durability. In an action scene, it
leg; escaping those represents another –1 penalty, bringing also imposes the Leg Wrack Tilt (p. XX). A character trapped
the total trap penalty to –2. Players and Storytellers improvis- in the jaws can attempt to escape as an instant action. Doing
ing traps on the fly can estimate the penalty imposed by its so requires a Strength + Stamina roll. Failure causes another
intended effects and then add the necessary trigger penalty. point of lethal damage as the jaws dig in further. Creatures
Here are some example triggers: without opposable thumbs cannot escape this way and must
rip themselves free.
Trigger Penalty Rolls to hide a bear trap suffer its trap penalty. It’s dif-
Pressure plate/Spring –1 ficult to hide due to its awkward shape and weight.
Tripwire/Snare –1 Deadfall Trap
Hidden switch/Booby-trapped device –2 Trap Penalty –1, Durability 2, Size 5, Structure 7,
Manual trigger (detonator, lever, etc.) –2 Availability •
Motion sensor –3 Effect: At its simplest, a deadfall trap is a heavy object
or pile of rubble suspended above a trigger. When activat-
Avoiding a Trigger ed, the object falls and crushes the victim beneath its bulk.
Controlled demolition can also create a deadfall trap by de-
A character who’s about to trigger a trap rolls once to stroying structural supports and causing a wall or ceiling — or
both notice and avoid it. This action is only contested for even an entire building — to collapse on top of the victim.
traps with manual triggers, such as an explosive that a hunter A deadfall trap deals three levels of lethal damage and
must detonate by hand. imposes the Immobilized Tilt. Escaping requires a Strength
Action: Reflexive + Athletics roll to shift aside the object or rubble. Dramatic
Dice Pool: Wits + Composure — trap penalty vs. Wits failures often inflict the Arm or Leg Wrack Tilt to reflect
+ Dexterity twisted ankles and the like.
Roll Results Mine
Success: The character notices the trigger in time to Trap Penalty –2, Durability 3, Size 1, Structure 4,
avoid the trap’s effects. Availability •••
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APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS
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Building and Setting Traps
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